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Chapter 3

Agile Development
Slide Set to accompany

Software Engineering: A Practitioners Approach, 7/e


by Roger S. Pressman
Slides copyright 1996, 2001, 2005, 2009 by Roger S. Pressman

For non-profit educational use only


May be reproduced ONLY for student use at the university level when used in conjunction
with Software Engineering: A Practitioner's Approach, 7/e. Any other reproduction or use is
prohibited without the express written permission of the author.
All copyright information MUST appear if these slides are posted on a website for student
use.

These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

The Manifesto for


Agile Software Development
We are uncovering better ways of developing
software by doing it and helping others do it.
Through this work we have come to value:
Individuals and interactions over processes
and tools
Working software over comprehensive
documentation
Customer collaboration over contract
negotiation
Responding to change over following a plan
That is, while there is value in the items on the
right, we value the items on the left more.
Kent Beck et al
These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

What is Agility?
Effective (rapid and adaptive) response to
change
Effective communication among all stakeholders
Drawing the customer onto the team
Organizing a team so that it is in control of the
work performed
Yielding
Rapid, incremental delivery of software

These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

Agility and the Cost of Change

These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

An Agile Process

Is driven by customer descriptions of what is


required (scenarios)
Recognizes that plans are short-lived
Develops software iteratively with a heavy
emphasis on construction activities
Delivers multiple software increments
Adapts as changes occur

These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

Agility Principles - I
1. Our highest priority is to satisfy the customer through early and
continuous delivery of valuable software.
2. Welcome changing requirements, even late in development.
Agile processes harness change for the customer's competitive
advantage.
3. Deliver working software frequently, from a couple of weeks to
a couple of months, with a preference to the shorter timescale.
4. Business people and developers must work together daily
throughout the project.
5. Build projects around motivated individuals. Give them the
environment and support they need, and trust them to get the
job done.
6. The most efficient and effective method of conveying
information to and within a development team is facetoface
conversation.
These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

Agility Principles - II
7. Working software is the primary measure of progress.
8. Agile processes promote sustainable development. The
sponsors, developers, and users should be able to
maintain a constant pace indefinitely.
9. Continuous attention to technical excellence and good
design enhances agility.
10. Simplicity the art of maximizing the amount of work
not done is essential.
11. The best architectures, requirements, and designs
emerge from selforganizing teams.
12. At regular intervals, the team reflects on how to become
more effective, then tunes and adjusts its behavior
accordingly.
These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

Human Factors

the process molds to the needs of the people


and team, not the other way around
key traits must exist among the people on an
agile team and the team itself:

Competence.
Common focus.
Collaboration.
Decision-making ability.
Fuzzy problem-solving ability.
Mutual trust and respect.
Self-organization.

These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

Extreme Programming (XP)

The most widely used agile process, originally


proposed by Kent Beck
XP Planning

Begins with the creation of user stories


Agile team assesses each story and assigns a cost
Stories are grouped to form a deliverable increment
A commitment is made on delivery date
After the first increment project velocity is used to
help define subsequent delivery dates for other
increments

These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

Extreme Programming (XP)

XP Design
Follows the KIS principle
Encourage the use of CRC cards (see Chapter 8)
For difficult design problems, suggests the creation of spike
solutionsa design prototype
Encourages refactoringan iterative refinement of the internal
program design
XP Coding
Recommends the construction of a unit test for a store before
coding commences
Encourages pair programming
XP Testing
All unit tests are executed daily
Acceptance tests are defined by the customer and excuted to
assess customer visible functionality

These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

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Extreme Programming (XP)


simple design
CRC cards

spike solut ions


prot ot ypes

user st ories
values
accept ance t est crit eria
it erat ion plan

refact oring
pair
programming

Release
software increment
project velocity computed

unit t est
cont inuous int egrat ion
accept ance t est ing

These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

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Adaptive Software Development

Originally proposed by Jim Highsmith


ASD distinguishing features

Mission-driven planning
Component-based focus
Uses time-boxing (See Chapter 24)
Explicit consideration of risks
Emphasizes collaboration for requirements gathering
Emphasizes learning throughout the process

These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

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Adaptive Software Development


adapt ive cycle planning
uses mission st at ement
project const raint s
basic requirement s

Requirement s gat hering


JAD
mini-specs

t ime-boxed release plan

Release
software increment
adjustments for subsequent cycles

component s implement ed/ t est ed


focus groups for feedback
formal t echnical reviews
post mort ems

These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

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Dynamic Systems Development Method

Promoted by the DSDM Consortium (www.dsdm.org)


DSDMdistinguishing features

Similar in most respects to XP and/or ASD


Nine guiding principles

Active user involvement is imperative.

DSDM teams must be empowered to make decisions.

The focus is on frequent delivery of products.

Fitness for business purpose is the essential criterion for acceptance of


deliverables.

Iterative and incremental development is necessary to converge on an accurate


business solution.

All changes during development are reversible.

Requirements are baselined at a high level

Testing is integrated throughout the life-cycle.

These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

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Dynamic Systems Development Method

DSDM Life Cycle (with permission of the DSDM consortium)


These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

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Scrum

Originally proposed by Schwaber and Beedle


Scrumdistinguishing features

Development work is partitioned into packets


Testing and documentation are on-going as the
product is constructed
Work occurs in sprints and is derived from a
backlog of existing requirements
Meetings are very short and sometimes conducted
without chairs
demos are delivered to the customer with the timebox allocated

These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

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Scrum

These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

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Crystal

Proposed by Cockburn and Highsmith


Crystaldistinguishing features

Actually a family of process models that allow


maneuverability based on problem characteristics
Face-to-face communication is emphasized
Suggests the use of reflection workshops to
review the work habits of the team

These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

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Feature Driven Development

Originally proposed by Peter Coad et al


FDDdistinguishing features

Emphasis is on defining features


a feature is a client-valued function that can be
implemented in two weeks or less.

Uses a feature template


<action> the <result> <by | for | of | to> a(n) <object>

A features list is created and plan by feature is


conducted
Design and construction merge in FDD

These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

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Feature Driven Development

Reprinted with permission of Peter Coad


These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

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Agile Modeling

Originally proposed by Scott Ambler


Suggests a set of agile modeling principles

Model with a purpose


Use multiple models
Travel light
Content is more important than representation
Know the models and the tools you use to create them
Adapt locally

These slides are designed to accompany Software Engineering: A Practitioners Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.

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